Total War: WARHAMMER II

Total War: WARHAMMER II

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Helmgart- Edge of the Reikland
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Tags: mod, Maps
File Size
Posted
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61.327 MB
Mar 8, 2018 @ 8:33pm
May 16, 2018 @ 1:45pm
10 Change Notes ( view )

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Helmgart- Edge of the Reikland

Description
Finally Updated! New bastion and temple capture point!

Vermintide 2 is out!

To celebrate, I'm releasing my recreation of Fatshark's Helmgart.

The Map

Situated squarely in Axe Bight Pass, Helmgart is marks the western border of the Reikland and the Empire and the entryway into Brettonia. It's massive bastion secures the pass from wall to wall and turns back all would-be invaders. Inside, blocks of houses are set in tiers along the looming cliffsides and great temples have their foundations set in the immovable rock.

Has a capture point in the city center and another in the Temple of Sigmar. Both walls are assaultable with the new update, while still retaining the sense of the Vermintide map. The AI will attack either side and both gates are destroyable, even the big one.

The streets and tier layout are as close as I could get them to Vermintide 2's actual map, but since this is a different game and I only had screenshots to work with, it's not perfect.


Nevertheless, Enjoy!

Future Plans

Next will be an unfortified version, for in case this ends up in GCCM, and a skaven version with the Skittergate and all that.


Huge thanks to Fatshark for their beautiful take on the Warhammer world and fantastic game and also the GCCM community for always being a huge help in getting these things made.

Let me know what you think, want, etc.

Update note
I've found that the larger wall actually plays really well in that the roads allow for one to take very good positions countering the other wall sections. The AI likes to bombard the gate area with artillary once the attacker breaks through, and since the archers' barracks leads directly to it, attacking that section of the wall gives an excellent flanking path for the attackers. Likewise the northern section grants immediate access to a capture point if the defender isn't careful enough to protect it.

I've also added the large gates/walls seen in the Halescourge mission in the upper district, leading to the temple. Seemed a shame to have the canals and not that.

There's finally also a small farm outside of the Reikland gate, it's not huge but it's reminiscent of those outside Ussingen. I figured a mountain pass probably isn't great for farming and that they get all their food from deeper in the Reikland, where all the real farmland is. Nevertheless, it looks nice.

The bastion wall is not at all destructible. It would trap too many units on the areas of the wall that don't connect to roads and I'd hate that, so it had to be this way.

Otherwise I'm really, really happy with how it turned out, I hope y'all like it.
110 Comments
Ravenian  [author] Jan 12, 2024 @ 3:04pm 
@GAVACHUBBS
Nah mate, Wh3 got to be too much of an undertaking for me. Too much to translate maps over, and a fair bit to make new ones as well. I'm afraid this is as far as my map making goes.
Bone daddy. Ainz Ooal Gown Dec 28, 2023 @ 12:42pm 
Wh3?
Ravenian  [author] Feb 6, 2022 @ 4:52am 
@Egyptian scholar
Do you mean you're making a map? I would look up the GCCM discord for help. It's not an extremely busy discord with everyone waiting for game 3, but there are a lot of resources and helpful people on there.
Illuminati Feb 5, 2022 @ 12:01am 
This map is very good! thank you very much!I also want to edit map,so may I ask you a question? If I edit map, how can I make the tower in the map can attack? and how can I make the archers stand on the wall? and without any bug including AI(I mean, no matter how long I play,AI will not become more stupid than the official battlefield map of CA,)? Do I need to write some programs?
Ravenian  [author] Jul 15, 2021 @ 9:40pm 
It's compatible, but this mod won't add it to campaign. GCCM is really just a collaboration of map makers all dumping their maps into one mod, with a core team managing updates. It gets very complicated though and I don't believe this map is currently implemented into it.

So long story short, this map isn't presently in campaign anywhere, to my knowledge.
Palpadaddy Jul 15, 2021 @ 7:15pm 
But is it compatible with GCCM?
Ravenian  [author] Jul 15, 2021 @ 6:42pm 
Ayy. Yeah that's something I wish was possible, too. As for the GCCM stuff, that could just be something waiting for an update. I've had to go through a number of old maps like these and try and update them for GCCM, and since the addition of forts a while back, have even considered remaking this one to better work as one.

These things take a lot of time, though, and I've very little to spare. So it may not be a part of GCCM currently, and I don't know when it will be.
Palpadaddy Jul 15, 2021 @ 7:22am 
I just played the map and wow it's awesome. I think it would be really cool if the attackers could only attack the side theyre coming from. As in, if they come from Bretonnia they can only attack the big wall, if the come from the empire they attack the small wall
Palpadaddy Jul 15, 2021 @ 7:10am 
I get the unfortified version of the mod in GCCM but when I load siege helmgart it's just the default map. Do I need to download this one seperately? Are there compatibility issus with GCCM?
Palpadaddy Jul 15, 2021 @ 7:04am 
Is this mod in GCCM?